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	<head>
		<title>three.js webgpu - mrt</title>
		<meta charset="utf-8">
		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
		<link type="text/css" rel="stylesheet" href="example.css">
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		<div id="info">
			<a href="https://threejs.org/" target="_blank" rel="noopener" class="logo-link"></a>

			<div class="title-wrapper">
				<a href="https://threejs.org/" target="_blank" rel="noopener">three.js</a><span>Multiple Render Targets (MRT)</span>
			</div>

			<small>
				Final / Beauty / Normal / Emissive / Diffuse
			</small>
		</div>

		<script type="importmap">
			{
				"imports": {
					"three": "../build/three.webgpu.js",
					"three/webgpu": "../build/three.webgpu.js",
					"three/tsl": "../build/three.tsl.js",
					"three/addons/": "./jsm/"
				}
			}
		</script>

		<script type="module">

			import * as THREE from 'three/webgpu';
			import { output, normalView, pass, step, diffuseColor, emissive, directionToColor, screenUV, mix, mrt, Fn } from 'three/tsl';

			import { Inspector } from 'three/addons/inspector/Inspector.js';

			import { UltraHDRLoader } from 'three/addons/loaders/UltraHDRLoader.js';

			import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
			import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';

			let camera, scene, renderer;
			let postProcessing;

			init();

			function init() {

				const container = document.createElement( 'div' );
				document.body.appendChild( container );

				// scene

				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 0.25, 20 );
				camera.position.set( - 1.8, 0.6, 2.7 );

				scene = new THREE.Scene();

				new UltraHDRLoader()
					.setPath( 'textures/equirectangular/' )
					.load( 'royal_esplanade_2k.hdr.jpg', function ( texture ) {

						texture.mapping = THREE.EquirectangularReflectionMapping;

						scene.background = texture;
						scene.environment = texture;

						// model

						const loader = new GLTFLoader().setPath( 'models/gltf/DamagedHelmet/glTF/' );
						loader.load( 'DamagedHelmet.gltf', function ( gltf ) {

							scene.add( gltf.scene );

						} );

					} );

				// renderer

				renderer = new THREE.WebGPURenderer( { antialias: true } );
				renderer.setPixelRatio( window.devicePixelRatio );
				renderer.setSize( window.innerWidth, window.innerHeight );
				renderer.setAnimationLoop( render );
				renderer.toneMapping = THREE.ACESFilmicToneMapping;
				renderer.inspector = new Inspector();
				container.appendChild( renderer.domElement );

				// post processing

				const scenePass = pass( scene, camera, { minFilter: THREE.NearestFilter, magFilter: THREE.NearestFilter } );
				scenePass.setMRT( mrt( {
					output: output,
					normal: directionToColor( normalView ),
					diffuse: diffuseColor,
					emissive: emissive
				} ) );

				// optimize textures

				const normalTexture = scenePass.getTexture( 'normal' );
				const diffuseTexture = scenePass.getTexture( 'diffuse' );
				const emissiveTexture = scenePass.getTexture( 'emissive' );

				normalTexture.type = diffuseTexture.type = emissiveTexture.type = THREE.UnsignedByteType;

				// post processing - mrt

				postProcessing = new THREE.PostProcessing( renderer );
				postProcessing.outputColorTransform = false;
				postProcessing.outputNode = Fn( () => {

					const output = scenePass.getTextureNode( 'output' ); // output name is optional here
					const normal = scenePass.getTextureNode( 'normal' );
					const diffuse = scenePass.getTextureNode( 'diffuse' );
					const emissive = scenePass.getTextureNode( 'emissive' );

					const out = mix( output.renderOutput(), output, step( 0.2, screenUV.x ) );
					const nor = mix( out, normal, step( 0.4, screenUV.x ) );
					const emi = mix( nor, emissive, step( 0.6, screenUV.x ) );
					const dif = mix( emi, diffuse, step( 0.8, screenUV.x ) );

					return dif;

				} )();

				// controls

				const controls = new OrbitControls( camera, renderer.domElement );
				controls.minDistance = 2;
				controls.maxDistance = 10;
				controls.target.set( 0, 0, - 0.2 );
				controls.update();

				window.addEventListener( 'resize', onWindowResize );

			}

			function onWindowResize() {

				camera.aspect = window.innerWidth / window.innerHeight;
				camera.updateProjectionMatrix();

				renderer.setSize( window.innerWidth, window.innerHeight );

			}

			//

			function render() {

				postProcessing.render();

			}

		</script>

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